/* Creates a new UseItems with the specified ItemType and adds it to the list.*/ private static void Use(int id, int type, string itemName, Sprite sprite, bool isStackable, bool isQuestItem, string flavorText, int restoreHp, int maxAmount) { ItemObject item = new UseItems(); InitializeBaseItem(item, id, type, itemName, sprite, isStackable, isQuestItem, flavorText); (item as UseItems).restoreHp = restoreHp; (item as UseItems).maxAmount = maxAmount; itemList.Add(id, item); }
public Inventory(List <byte> gameStateByteArray, DataOvlReference dataOvlRef) { this.gameStateByteArray = gameStateByteArray; DataChunk.CreateDataChunk(DataChunk.DataFormatType.Byte, "Grapple", gameStateByteArray, 0x209, sizeof(byte)); DataChunk.CreateDataChunk(DataChunk.DataFormatType.Byte, "Magic Carpet", gameStateByteArray, 0x20A, sizeof(byte)); ProtectiveArmour = new Armours(dataOvlRef, gameStateByteArray); AllItems.AddRange(ProtectiveArmour.GenericItemList); ReadyItems.AddRange(ProtectiveArmour.GenericItemList); TheWeapons = new Weapons(dataOvlRef, gameStateByteArray); ReadyItems.AddRange(TheWeapons.GenericItemList); MagicScrolls = new Scrolls(dataOvlRef, gameStateByteArray); UseItems.AddRange(MagicScrolls.GenericItemList); MagicPotions = new Potions(dataOvlRef, gameStateByteArray); UseItems.AddRange(MagicPotions.GenericItemList); SpecializedItems = new SpecialItems(dataOvlRef, gameStateByteArray); AllItems.AddRange(SpecializedItems.GenericItemList); UseItems.AddRange(SpecializedItems.GenericItemList); Artifacts = new LordBritishArtifacts(dataOvlRef, gameStateByteArray); AllItems.AddRange(Artifacts.GenericItemList); UseItems.AddRange(Artifacts.GenericItemList); Shards = new ShadowlordShards(dataOvlRef, gameStateByteArray); AllItems.AddRange(Shards.GenericItemList); UseItems.AddRange(Shards.GenericItemList); SpellReagents = new Reagents(dataOvlRef, gameStateByteArray); AllItems.AddRange(SpellReagents.GenericItemList); MagicSpells = new Spells(dataOvlRef, gameStateByteArray); AllItems.AddRange(MagicSpells.GenericItemList); }